Maybe those "failed events" could slightly be rewritten as time spent on studying higher level lights instead of failing to use them. It would make it less frustrating for some people.
This actually is in many of the checks for anyone who actually reads the text
"You try to draw in the dancing orange light, but it's simply too powerful for you. A single word echoes in your mind before it disperses:
Sleep
Sleep
Sleep
On the bright side, you're confident that interacting with it has given you more experience for future light encounters."
"You try to draw in the dancing light, but it's simply too powerful for you.
On the bright side, you're confident that interacting with it has given you more experience for future light encounters."
"You try to draw in the dancing green light, but quickly find that it's simply too powerful for you.
At least you'll be better prepared for it in the future now."
And also on day 2 (first Sunday) much of this is explained if you're cheating and try to use a dancing light.
"Despite having already unlocked the max level for all spells, this option is still closed off because normal players would otherwise be unable to access it. It exists as a shortcut for them to sacrifice some energy now to gain a lot of experience so that, in the future, they'll be able to access these spells. And, as soon as they're able to access them, that means you'll be able to as well."